Using magical summoning @joekgbx and @BitVenom

I just wanted to make sure this thread got the right attention. I just finished HW2:R’s campaign and sure enough the song is missing during the planet killer cutscene.

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Just for clarification ¿This bug still lives?, waiting in total patience to replay the campaign of both games with the new formations code, sorry for asking for this again

¿this bug about the planetkiller song still there?

??¿¿

The YES song will never be in the game officially, it is not a bug. They do not legally have the rights to put the song in the remastered game.

He was referring to the campaign song when the Planet killers arrive. I think it was fixed some while back yes.

Oooh! You’re right. I believe hearing something like that, my bad :slightly_smiling:

I haven’t checked in a awhile. But I did check when they had added the planet killer song in awhile back. But it was still not 100% the way it was in the original game. In the RM version of the sequence you don’t hear any hyperspace SFX. So its not perfect, but its close. For the original HW2, they actually had the SFX actually as part of the track. If you extract the files from the original disk version of the game, there was actually two different versions of the song, one with SFX merged into the song, and one without. I’m guessing during development they made the one without SFX originally, and then later decided they had to merge the SFX into the song in order to make the sequence work. So if Gearbox, or Bitvenom wants to correct it, all they likely need to do is get the song that has the SFX merged in. If you can’t find it, I can provide it to you. I still have all those extracted music files from years ago.

Update: Ya I just replayed that part of the game, and there isn’t any SFX at all still.
I did locate the file that should be in there. In the original homeworld 2 disc version it was in the music directory under NIS folder, file name NIS15.AIFR. I can email it to you guys if you want, also got a .wma version.

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I’m sure you don’t need to mail em anything. They got the same tools and even more that we use. :slightly_smiling:

Anyway @joekgbx and @BitVenom you’re hereby summoned. He is right the SFX is missing. Shouldn’t be hard implementing the hyperspace sound into the remastered music file and saving it under a different name. @drakolombardi is correct. That simple sound effect added a lot of immersion to the final mission of the hw2 campaign and should get re-added asap. Doing so takes less than 1 minute with any decent tool out there audacity - goldwave the list goes on. Or what might be even better letting the hyperspace sound play per script when the cutscene starts. So you keep your music clean and there will be few megabytes less for the players to download as there wont be a duplicate song. Hm If just everything would be so easy to fix… :stuck_out_tongue:

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Ya it seemed to me the SFX were embedded into the track itself. So if you extracted it out of the files and played the song in your media player, you would hear both the music and the SFX.

@BitVenom @JoeKGBX Any updates on this? BTW, the people mentioning “hyperspace sounds” are wrong: those sounds are part of the soundtrack file itself, not a separate SFX added on top of the music.

The SFX won’t be added. The track, as is, is where it will remain. I don’t know if they’ll be added as scene event audio at this point or not, we’re racing to the finish line on this patch.

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@bitvenom: Well might be nice if you at least mention it to those folks responsible in the audio department that many are wishing for it. Something simple as that is accomplished within 10 seconds.

And if it’s something simple as that to fix it’s actually a nice chance of pace I’d imagine compared to all the complex scripting & coding stuff you’re doing the past couple months now.

Either per copy of the actual music track with the sfx audio trace embedded or per script command to play it timed based on the actual event along with the unmodified music file that’s already present in it’s remastered form in Hw:Rm.

But ya surely not high on the priority list. Still all things which add to the atmosphere will only help making the remastered edition better and closer to the originals so I say “go for it guys”.

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While not directly involved in writing the patches we use at my work it is never, EVER just 10 seconds regardless of how simple you think a change might be. That is not how it works in this reality. Once you get involved in projects that stretch 6 to 12 months then you start appreciating how even things that seem small and simple have a whole lot of overhead.

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@BitVenom So if I’m understanding your post right, we won’t be seeing the music track that was linked in the Opening Post in HW2 RM? Just looking for clarity as your post references an SFX not being present.

Opening Post in HW2 RM?

What post?

Not sure if serious or trolling… It’s Post 1 at the start of the thread. There is a link there to HW2 Classic that shows the music in question.

I know what an opening post is of a thread, just the way your sentence was worded it looked like you were referring to a ‘HW2 RM’ thread.

Regardless I literally JUST checked and the song plays without any problem. The SFX is not present as per BitVenom’s post. I do not understand what the confusion is?

No worries. Your post just didn’t make sense in context.

Lemme check again: I wonder if the track was added and I simply missed the fact when reading the patch notes (haven’t played the game in months)…

However, I have checked several “Classic” soundtracks and compared them with the same track in their Remastered counterparts and have noticed that some tracks already appear to include “interwoven SFX” (a great example of this is the Ultimatum track for HW1 RM: compare the RM version with classic and you’ll notice certain SFX’s are directly included into the music track). Which leads me to believe that GBX might be using different tracks than those found in the original classic releases all those years ago. :confused:

Well yea, of course they are. All the music and most of the sfx/voice/etc. was completely redone.

That does not explain why a select few of the music tracks have SFX interwoven into them and not others. Look at the track I mentioned in HW RM’s soundtrack and you’ll notice this.

I checked and did not notice that the music had been readded into the game. However, it would seem like a fairly simple task (don’t shoot me down for saying that, I know it’s not easy to get the timings) to get the appropriate SFX (even if they were just the original classic SFX tracks) and just merge them with the music track in question.

Considering this was done for the Ultimatum track, clearly it would be possible for any other track in the games.

I did notice that nothing seems to have been done whatsoever to solve the problem of certain voice tracks sounding just like their original recording with no post-processing in-game done to them. (however that isn’t relevant to this thread).

EDIT: To my knowledge, the music was not redone. They just used the original uncompressed files made back in 1999/2002 and didn’t re-record the music at all. My suspicion is that, back in the day when the games were originally released (and just note that this is MY opinion and not proven fact), some tracks were recorded multiple times to create “variants” for different tracks that needed to be tested. The “Battle for Sajuuk” track is a good example between the two games having variants.

Semantics: Redone does not mean re-recorded. If I wanted to say they were re-recorded then that is what I would have said :slightly_smiling:
There are master tracts, the original high quality recordings. There may or may not be multiples of these, however the actual finished tracks would have a ton of work on them after the recordings, mixing of different recordings together, after effects, levels tunes, etc. There would most definitely be multiple versions of most tracks.

However this would all be part of what Paul Ruskay did, who is not an employee of Gearbox.